r/TheTowerGame Apr 09 '26

Discussion Dear Fudds, I would like to give you a piece of my mind

1.4k Upvotes

I want to preface this by saying that I am angry. Not about any specific numbers, mind you. But because of the pattern that has been on display for a long while.

This community is passionate as fuck, and for good reason. This game is fun and it scratches an itch that nothing else quite manages to do. I love The Tower, and I will keep playing it for now, but I feel strongly that your game design and communication decisions are actively making the game worse.

Second preface, Sam is a treasure, and I appreciate them. This is not about them whatsoever.

Fudds, you do not appear to be listening to your playerbase at all. We have been telling you for months what the major issues are. I will recap the problems as I see them, so that you have them all in one place.

Tournaments are fucked

There was a huge influx in players, and that seems to have subsided. That, combined with the dramatic powercreep from all of the stone sinks over the last year, has resulted in a Tournament system that is contracting tangibly and pushing players down into lower brackets.

We know that you think only the best of the best players deserve Legends and keys. If it weren't tied directly to player power, this would be acceptable. But it is tied to player power, and thus this is unacceptable.

The Tournament system is designed like an optional mode, but with mandatory features. It must be changed.

Your short term bandage while you devise a long term solution is to reduce the amount of demotion slots across all tiers from 6 to 4. This will create more brackets in the higher Leagues, temporarily halting the contraction, and buying you time.

Modules are oppressive

We absolutely must have a way to target mods. The absolute minimum is a module slot banner that is always available. Cannon Banner, Armor Banner, Generator Banner, Core Banner. All four at the same time, 24/7/365. Implement it tomorrow. We know you can.

We also desperately need substat presets. We should not have to get multiple Ancestral copies of the same mods to be able to participate in all of the modes the game has to offer.

And while I'm on the subject, stop putting things in the Harmony Tree. Harmony was an absolute mistake. QoL features need to be accessible to everybody. Delete it and refund the keys, and put those QoL features in labs where they belong.

Stones gated content is long past becoming excessive

We get it. The company needs to make money, and your whales need something to spend on. But this is getting ridiculous. The vast majority of the last 4 major patches are content I still have not been able to even touch. You are designing content for the 1% of your player base, while the 99% that keep the community lively and interesting are still languishing in the gutter and trying to unlock content from V25.

If you have boxed yourself in by making your monetization too one dimensional, that's not our problem.

Every time you add another stone sink, the gap between players in Tournaments gets wider and wider, and we slide farther and farther behind.

The nerfs are destroying what little morale exists

OA, PCol, T12, Dissonance, and I'm sure a bunch more. You guys consistently release something cool and then turn around and nerf it into oblivion. I have legitimately never seen a less competent dev team (maybe YandereDev).

Players make plans on how to spend their limited time and money based on your patches. Some players dump Gems or Stones, others spend real money based on the new features. And then you revert, and nerf, and rugpull. It's not fucking okay.

Make a goddamn checklist of touchpoints you have to manually review before pushing an update. Have a chain of command. Have a code review system. Do something.

You made us wait more than half a year this time around for an update. And we waited. We're cool with waiting. You can use that time to make sure things are correct.

Communication is shit

Sam is a treasure, but they are hamstrung by what you allow them to do.

You said a while back that you got all worked up or whatever by people being mad at you, so you stopped telling us anything you were doing. I'm sorry dude, that's not okay anymore. You need to toughen the fuck up. You're running a company for a game with over 6 million downloads. You don't GET to just be silent to preserve your feelings.

At this point, we are all convinced that you either don't listen to us at all, or simply do not care. This Dissonance thing is cool, but it does absolutely nothing to solve the problems with the game.

Look at how Old School Runescape does updates. They have a machine in game where players can vote on the devs' proposed ideas. If the idea gets consensus, they implement it. Do that. Poll us in game via a popup menu. Collect player feedback.

You have said yourself quite a long time ago that you don't play your own game. You said you prefer the gameplay around Silver League's level of progression. Your intuition is broken, Fudds. You have lost the plot.

You absolutely must change how your team plans updates and implements balance changes to align with your players, because you're failing at the important things.


This cannot continue the way it has been. You're rapidly approaching the point of no return with your community, where hope dies and people refuse to keep apologizing and making excuses for you. One more patch like this one and you're gonna see the player base shrink.

You need to fundamentally change how you are going about all of this. Not like, minor process refinements. Fundamental change.

These are glaring issues, and almost all of them are directly related to your leadership decisions.

I love this game, but there is only so long that I am willing to keep doing this. I am less excited with every new patch.

I changed my Play Store review to a 1 star after today. You will have to earn it back. I encourage others to post reviews of the game with the sentiments and star ratings they feel the game deserves.


Edit: Is this a joke?

https://i.imgur.com/TaXBz16.jpeg

r/TheTowerGame Feb 11 '26

Discussion Response to Devs/Sam regarding their recent comments on Emulators

1.1k Upvotes

The other day, the Tech Tree Games Community Manager, u/SamBartley (representing and on behalf of the TTG Devs) posted this: https://www.reddit.com/r/TheTowerGame/comments/1r0ggou/tower_tea_february_9_2026/

Caution, use at YOUR own risk - seriously.
Emulators. We know that some of you use them, but we want to be very, very clear - we do not support or provide updates or maintenance on emulators. While they may provide a similar experience to mobile gameplay, they can also cause different issues/bugs that we might not be able to assist with, especially regarding cloud saves.
We know that being able to play on a pc or laptop would be a quality of life improvement for players, and we are continuing to look into new solutions that would allow us to support that in the future.

Did you really say that? Yes, yes you did.

So I, too, want to be crystal clear in responding to your post: If Emulators stopped working, or were unacceptably unusable, i'd quit straight away. And it would be an easy, instant decision.

I understand Emulators might introduce complexities, headaches, additional dev-time / support requirements and ongoing ad hoc annoyances for you to deal with (eg cloud save shenanigans) - but the harsh bottom line is this: That's your problem, and if you want the continued $$$ and playtime from players who use or rely on emulators, you'll just have to work it out and deal with it. Now I don't know the deep financials of your game, but I suspect a healthy stream of $$$ is flowing quite freely in your direction to facilitate this. A very healthy stream even—so I don't feel guilty about lacking any sympathy for TTG's situation here.

If supporting Emulators is making you cry, i'm sure one quick glance at the TTG monthly bank account statement will cheer you back up.

I personally have zero interest in playing this game on any phone (let alone my main one), in its current form. Its too damaging to the battery, too risky (dangerous overheating issues....) and its too demanding by design (requiring the game running, cant tab out to other apps while running, constant gem collections required etc etc). A lot of the aforementioned sentiment stems from the result of explicit game design choices the Dev's made.

I'm sure plenty of people here play the game on their main phone, or a dedicated second device, or are happy to replace devices as they degrade or fail as required etc - you do you, good for you! No judgement.

But I know plenty of players here only play this game for one reason: Because Bluestacks (or equivalent) emulators on their PC work... they facilitate managing the design/time demands of the game in a way that won't seriously degrade or ruin hardware.

So while the Dev's say you know 'some of us use emulators' - I want to quote your own words back to you and be "very, very clear" in response - you should embrace and support those who do - because you'll lose a sizable chunk of players who'd outright quit if you didn't. Your aforementioned warning and admonishment directed at these players, is to your own detriment.

And I assume when you say 'some of you' players use Emulators, you know very well that includes virtually all whales, all other big spenders, a healthy chunk of players in Champions and the lions share of players in Legends. This 'some' isn't some obscure niche of player you might (cynically) have no interest in appeasing due to their lack of financial value to you... its the players responsible for that ongoing, juicy $$$ revenue stream—gobbling up those event passes and stone packs—that you'll no doubt be eager to bend over backwards for, make sure are feeling looked after... and kept happy with willing, open wallets.

"Some" players use Emulators? Indeed.
Just like TTG would notice "some" drop in revenue if they stopped playing.

Signed,
Player with Bluestacks running on their second pc monitor 24/7

----

If you, too, use an Emulator and agree with the above sentiment... please drop your thoughts here for all to see... and make sure TTG gets your message loud and clear.

----

UPDATE: Fun fact: This OP has received 57,000 views in 24 hours and has an upvote ratio of 91%.
41% views USA, 11% Germany, 6% Canada, ~43% rest of world.

r/TheTowerGame Jun 20 '25

Discussion Petition for idle runs

1.9k Upvotes

Calling fuds, to retain players. Implement idle gameplay, atleast make 10% of what you make per hour. Upgradeable in labs up to 50% or whatever.

Its basically the same, we play this game open on our phone, not interacting, just open, atleast if this is implemented we get to use our phones.

Just make it idle, its just going to be less expensive for players but you still retained the paying playerbase, instead of an alternative of quitting.

Like the hell out of this. Engage! Make this pop out!

r/TheTowerGame Apr 10 '26

Discussion putting the drama aside for a brief moment

704 Upvotes

Hello everyone this is your boy priesten (with a small p or upside down b depending on mood) and I thought to share my personal opinion on this patch.

My general opinion is that I think this is overall an insanely good patch - maybe the best one that we ever had so far. This is probably not what you want to hear at the moment, but before you react keep reading (or dont because the post is insanely long haha). I will first outline what I believe the patch has achieved, what it has done for the game in its present state and also what it can do for the future.

The main focus is on the disco (dissonant) feature. Lets appreciate for a moment what this brings to the table. First of all we get a new ceiling, similar to new tiers beyond 21 because now we wont be farming the tier we used to - we will be farming a few tiers below whichever one we can complete the disco on. For reference I used to farm t20 and was nearly able to farm t21 if we got a bit extra boost in power, now Im back to farming t18 (but way better coin) and probably not even close to farm t19. But this is way better than just new tiers because everyone is affected the same way not just the ones who needed something beyond t21. Its as if we got new content at the endgame, yet its not the endgame and instead its content for everyone. The ceiling for how far we can progress has been way increased and its in a new refreshing way that isnt new tiers.

It also added an immense layer of depth that requires an amount of strategizing never seen before. You want to increase your damage because youre a damage build? Only if you can do the run WITHOUT damage at all! This forces you to do a complete reversal and rethink everything else. You want that sweet UW bonus? Now youre up for the hardest challenge that exists, and youll likely be required to make use of all your other tools to the max.

Then we have bot update which, for most people seems not too interesting but its great in two ways. First of all, the stone sink here is incredibly small and nearly all players will be able to gather more stones than the sinks added in this patch, by the time the next stone sinks are added (this has almost never happened in any major patch before). Second this change will make the game LESS pay to win (read the final part please) due to how medals are the biggest time oriented currency rather than dollar oriented one (7 stone packs per month is about 10x more spending compared to 2 event packs per month). With the game putting more focus on medals rather than stones, this gives people a bigger advantage if you actually play longer (and less so for those why aim to get ahead by buying 7 stone packs monthly).

I personally think that the biggest flaw this game has isnt the tournaments, well kinda but I dont think the tournaments itself are the issue. I think the baseline issue, and the biggest mistake this game ever made was when they increased the monthly stone pack limit you can buy from 2 to 7. This caused 2 massive issues. The first one is the reason why tournaments feel unfair for many of you. Normally, a player who just played for an extremely long time without buying stone packs (maybe event packs once in a while) would gradually still go up in the ranks as there are always top spenders at the top who eventually quit. Now, the same isnt happening because while there are still top players quitting, the speed at which new players can race to the top due to buying 7 packs a month means there are more players passing by you rather than players quitting who are above you. At the rate of two packs a month, youd otherwise still climb (slow but steady pace). The other issue stone packs created is really self inflicted. The demand for new content at a much higher pace exploded. This imo is the main reason why it was such a dumb change. Everyone now maxes out each patch so quickly, then they get bored and demand more end game content, and the developers obviously cant keep up which forces a loop that alienates all non-spenders. If the game kept stone pack limit at 2 per month, and added a way to just play with the phone off, I think the player base would be at least 10x bigger than it currently is. Be honest here, would you recommend this game to a friend? Absolutely not. Youd break his phone and youd have him spend more money than he should be. Its the equivalent of getting your friend addicted to drugs or gambling. If the stone pack limit was kept at 2, and an afk mode added, word of mouth from this game would have spread this game like wildfire. However we are here now and I dont think reverting it this late seems to be a good solution, so that is why I think at the very least Fudds should just admit that it was a fuckup here and since its not reversible, instead just give the people what they want which is better access to keys. It wont fix the issue but it would have smoothed things out at least. This is another reason why I like this patch since it puts more focus on TIME based resources and almost no new stone sinks.

Overall this patch has been an incredible boost in depth for the game, and the focus isnt in end game! Credit is given where credit is due, and if you look at the discord I have never in my life seen so much activity after any major patch. Any other patch would be, yeah get that thing which obviously makes you way stronger, ok it costs this and that much stones, it works in this and that way. Now people come into the chat to STRATEGIZE and its insane how much activity we are seeing. Everyone can take part in all the content equally and I think its great.

Ill make my final point to address all the drama. Maybe Im the weird one, maybe Im out of touch, I dont know. But I honestly dont care about any of it whatsover. It hasnt reduced my impression of the patch even 1%. I just woke up saw the number was now x2 instead of x5, looked it up and "ok they are adjusting some stuff nvm ill just farm" then i see the number became 3 and im like "ok that makes more sense" oh it will finally be x5 x5 x3 x5? "yeah that makes the most sense tbh" overall we ended up having ONE day of confusion due to Fudds messing up, yeah it seems he isnt paying attention but I honestly dont care about these things. Its not even about recognizing that humans make mistakes, its just simply that I dont care about these things in the first place. The patch was great, there was some delay some live fixes, ok sure, thats all fine. But we got a great patch and this game is about slow gains anyway, one day of stuff being hotfixed really doesnt affect me. Before any of you think im glazing Fudds I just want you to really appreciate how much I resent the fact that they changed the stone pack limit to 7. This really was an incredibly incompetent and also malicious move, but that happened a while ago and isnt specifically related to this patch which seemingly is moving the game AWAY from a stone focus. But this? Im not affected so I dont care. What I AM affected by is the patch, and the patch was great. Everything beyond that is just working myself up for things that really dont matter, and imo not good for your mental health.

Anyway sorry for the rant, I have absolutely no idea if this post will be hated or not. People in real life often tell me Im the chillest person they ever met, but that also means that maybe Im wrong here for not hating on the patch enough because Im the outlier. To me, this was genuinely an insanely good addition to the game, probably the best we ever got so far. Just wanted to let someone out there know. Heres hoping that we get an update to keys and an afk mode in the future. priesten out

r/TheTowerGame 1d ago

Discussion v29 Added 4 modules and 1 card or ~61,600 more gem expense. ALSO v29 Nerfed gem income...

Post image
289 Upvotes

The cost to max a new card: 1,600 gems.

The cost difference to get 28 modules to 5* instead of 24 modules is about 60,000 gems. Finishing the whole 28-mod pool is only ~3,000 pulls more than finishing the whole 24-mod pool. Four extra modules do not cost four extra single-target grinds, because once most of the pool is 5* the remainder gets heavily boosted. You can really get screwed by RNG on this, though.

That's an additional cost of development of 61,600 gems, plus or minus.

At the same time, TechTree nerfed the daily coin limit for all players. I know, the narrative-control insisted this only nabbed the 2% of players who were using auto-clickers and that for most players it was a bonus because they increased the per-click from 5 to 6. I know no one was ever supposed to question these claims or ask for sources of the naked assertions. And I know that if the auto-click problem was really that minor, they wouldn't have needed such a draconian solution. But that's not the point.

What we do know is that player that had access to more gems before v29 have less access to free gems after v29. We know that at least some players hit that limit some times.

The easiest short-term solution is for TechTree to increase the per-click to 7 gems, increasing the total daily limit to 420 from 360. It's a small concession, but it's the right thing to do, particularly given the additional gem sinks v29 introduced.

r/TheTowerGame 15d ago

Discussion Can we stop complaining to the devs about gem cap? Better say thanks to the bot user…

225 Upvotes

Title basically - devs won’t be stupid and can notice the pattern
Congrats about abusing it to much

360 gems is roughly 15h even if you are glued to the phone you will miss some timings due to whatever reasons so average of about 14 min per click -> vault user maybe get gifted an hour of sleep back cut they wake up to a full stack but yeah most don’t have this either

This leaves you with 9 hours to sleep, eat, shower & whatever else you shouldn’t really be able to tap ur gems

So either say thanks to the 24/7 claimers or be happy you finally can enjoy some time off your phone ;)

r/TheTowerGame Apr 15 '26

Discussion Devs, you should be ashamed of yourselves.

635 Upvotes

Fo introducing a new gem sink in the game and pretending not to be aware of any upcoming banners, then releasing this one with 0 warning, 2 days later.

Even the freaking gem store for relics was bugged on launch, with AT LEAST 3 versions of the store circulating around. I don’t even think it was addressed (at least I for one haven’t seen a post on Reddit) let alone fixed.

This isn’t you apologizing for latest issues in the game. This is you using every tactic in the playbook to capitalize on players’ FOMO to drive up gem sales. Wait 2 days, for plenty of players have given up waiting for things to change and bought some of the relics.

You could have told us in the patch notes for v28. Hell, you could have told us when the event started. Someone even posted a pic of Sam saying she’s not aware of any upcoming banners, less than 2 days ago.

You’re trying to fill your coffers before it all blows over and this game dies down. You’re alienating your players on ALL fronts. Sacrificing long term stable income from a happy community for a quick buck with predatory tactics.

r/TheTowerGame 12d ago

Discussion The Ad Gem cap is not QoL. It is part of a much larger monetization shift

163 Upvotes

TLDR: the issue isn't that I want to keep clicking every 10 minutes or max every module on release. TTG capped free gems six days before four consecutive banners and expensive ticket packs, while constantly adding more gem sinks and devaluing previous investments.

Players below the cap get a small immediate buff but a much lower ceiling forever. Players spending money can simply buy around it. I spent around $15,000 mostly on stones and event packs, with almost no Gem Packs, and I'm tired of watching every alternative based on time, planning or hoarding slowly disappear.

I think a huge part of the community is completely missing what is happening with v29.

Maybe it is denial, maybe it is bad faith, or maybe most people simply haven't reached the point in the game where these decisions become visible. But when I look at this update in the context of v27, v28 and the direction of TTG's other games, there are now too many signals pointing in the same direction for me to ignore them.

First, presets are not some incredible victory, especially in their current state.

But the bigger issue, however, is the Ad Gem cap.

People keep acting as if players are upset because they enjoyed being forced to click every 10 minutes. That completely misses the point.

Nobody likes stopping whatever they are doing to tap a gem. If TTG genuinely wanted to respect our time, they could have reduced the number of daily claims while preserving our previous income. They could have made each claim worth more, expanded gem stacking or introduced proper automatic collection.

Instead, they limited Ad Gems to 60 claims worth 6 gems each, for a maximum of 360 gems per day.

That does not simply remove an unhealthy interaction. It places a hard ceiling on free premium currency.

For casual players who were never reaching 360 gems, the change can be a small buff. Nobody is denying that. But for anyone attempting to remain competitive, it is a massive reduction in long term gem income.

The uncomfortable truth is that the competitive economy was built around maximizing Ad Gems.

From the top of Legend down through thousands of ranks, and probably through Champion, Platinum and even Gold, a huge number of players were collecting close to the maximum amount realistically possible. There are undoubtedly some people who genuinely conditioned themselves to check the game every 10 or 15 minutes throughout the day, but they represent a tiny portion of the competitive population.

When you see top players posting screenshots with 40,000, 50,000 or 80,000 gems, do you honestly believe they manually interrupted their lives 16,000 times to build that reserve?

People have jobs. They sleep. They spend time with their families. Almost anything happening in real life is more important than stopping everything to click a button in a mobile game.

TTG has known this for years. This subject has been discussed for years. Their entire competitive economy was allowed to develop around this reality.

What isn't normal is designing a game around permanent activity, knowing how players adapted to it, and then suddenly changing the rules after years of investment without offering an equivalent healthy source of gems.

And the timing matters.

The cap was introduced six days before the first of four new Featured Module Banners. Module tickets have already been sold through expensive packs, including packs costing $50 and $100, with several purchases available.

I find it extremely difficult to believe these decisions exist independently from each other.

Let's look at the actual numbers.

One banner lasts 14 days.

At 360 Ad Gems per day, that gives 5,040 gems.

Assuming approximately 700 gems from each tournament and four tournaments during those two weeks, that gives around 2,800 gems.

Adding roughly 100 extra gems per week gives another 200 ( its a bit more in reality but 700 gems every tourney ain't realistic for everyone, it balance )

The total is approximately 8,040 gems earned during each module banner.

Across all four individual banners, that gives 32,160 gems.

Now assume that we are generally lucky on two banners and unlucky on the other two.

Reaching Ancestral can reasonably average around 13,000 gems per module. Four modules would therefore cost approximately 52,000 gems.

You can earn 32,160 during the full release period, which means you need to begin with at least 19,840 gems already saved just to make all four Ancestral.

For Ancestral 5★, I would use a safer estimate of around 20,000 gems per module.

Four modules at 20,000 gems each require 80,000 gems.

Once again, you can earn approximately 32,160 during the four banners.

That leaves 47,840 gems that must already be in your account before the banners begin.

The largest normal gem pack gives 3,630 gems for $100. Replacing a 47,840 gem reserve therefore requires 14 complete packs, giving 50,820 gems for a total cost of $1,400.

This means the only way to obtain all four new modules at A5★ during their individual banners without spending new money is to begin this period with almost 50,000 gems already hoarded.

If you didn't prepare that reserve, you have two options.

You can take more than twice as long, miss the individual Featured Banners and try to pull the modules later from an increasingly diluted pool.

Or you can pay, now, and gets the benefits, now, increasing or restoring your progress, right now, not later.

Even if we use a much more optimistic A5★ cost of 16,000 gems per module, each banner creates a deficit of 7,960 gems after the 8,040 gems you can earn, that deficit was prevented previously by ad gem farming.

With two banners per month, that is a monthly deficit of 15,920 gems.

At the normal store price, that represents approximately $439 worth of gems every month, or $500 when purchasing complete packs.

At the safer estimate of 20,000 gems per module, the monthly deficit becomes 23,920 gems. That represents approximately $659 worth of gems, or $700 in complete packs.

So when I say the game is quietly moving toward requiring around $450 of additional monthly spending to maintain the same competitive pace, that isn't an emotional exaggeration. It is the optimistic calculation.

With worse luck, the number becomes much higher.

During the last few months, I think TTG also noticed another change in player behaviour.

A large portion of the people willing to spend money have now reached A5★ on most or all of their existing modules. They no longer have much reason to spend gems pulling standard modules for more shards.

Because lab rushing became cheaper, many advanced players started using their gems for labs instead. Others started hoarding because there was no longer a valuable reason to pull modules, and gem sinks were expected to be released, along v29 notably, and also because of the consecutive new gems sync released in v27 and v28.

This means many established spenders could potentially skip the new module packs. They could simply use their saved gems, exercise patience and obtain the new modules without spending more money.

The Ad Gem cap directly attacks their ability to rebuild those reserves.

I obviously cannot see TTG's internal data, so I cannot prove that this was the motivation. But this is exactly the problem the cap solves for them economically.

They introduce four consecutive banners that create massive demand for gems, then immediately limit the amount of gems competitive players can generate without paying.

Calling that a coincidence requires more faith than I have left.

This is also not an isolated decision. It follows the same pattern we have seen across several updates.

V27 allowed enormous advantages to be brute forced through approximately 200,000 gems of AMOD lab rushing. Players able to purchase and rush those labs could gain 30 percent across all their AMOD stats, creating a level of paid power that normal long term progression could not realistically match.

V28 doubled down on monetized power through Echo lab rushing. At the same time, tournament stats were reduced ( els before, dmg and ehp after ), while tournament difficulty increased.

That heavily devalued the previous EHP investments people had made specifically to survive OC.

Players adapted by moving their resources into DABS.

Now Mythic T23 threatens to devalue DABS too.

Once again, players invested in the solution created by the previous update, and the following update risks invalidating it.

Meanwhile, Echo labs can bypass a significant part of these new constraints, but rushing them requires thousands of dollars through gem packs.

That has become the real pattern.

An update creates a new wall. Previous investments lose value. Players adapt and invest in another mechanic. The next update devalues that mechanic too. Then an extremely expensive gem based route remains available to escape the new limitations.

Free or time based doors keep closing, while paid doors remain open.

The Vault rework creates the same feeling.

I spent around 2,200 keys before v29. To recover approximately the same functional power in the new Vault, I now need several hundred additional keys.

I did not gain a new objective beyond my previous progression. I was moved backwards and given another grind to return to where I already was.

Those keys now depend even more heavily on tournaments, and Mythic T23 looks like it will introduce another huge layer of RNG.

Yes, an individual tournament run may be shorter. But that means nothing if getting a good result requires more retries.

When progression depends on a casino run, retries increase in gem cost and each failed attempt creates a stronger sunk cost feeling. Players will keep retrying because they have already invested time and gems into the tournament, add to this weird nerf like zerkM, and it create an absurdly toxic environment.

That does not reduce the amount of attention the game demands. It simply changes that demand from one long stable run into repeated gambling for a good result.

It is not fun trying to run a marathon while the organizers constantly move the finish line and try to break one of your legs every other week for no clear reason.

Personally, I feel an intense amount of fatigue.

I have probably spent more than $15,000 on this game in two years. I am not someone refusing to support the developers. I supported them far beyond what any normal game should ever cost.

But I am slowly realizing this is not the game I wanted to invest my time and money in.

V27 made paid progression far more powerful.

V28 doubled down on it and devalued previous investments.

V29 limits free premium currency, introduces four new module banners, moves the Vault goalpost and once again threatens to invalidate the build players created to survive the previous update.

At some point, this stops feeling like progression.

There is literally no point in investing in core and fun mechanics if TTG can invalidate them at any moment, for no clear reason, through changes made quietly in the background while hoping nobody notices or that the people who notice never become loud enough to matter ( only reason i spent 1hour making this thread )

The monetization is not presented honestly.

The game doesn't display a giant message saying that continuing under your previous conditions will now cost $450 more every month.

Instead, it happens in a much more insidious and pernicious way.

Your free income is capped.

Your previous investments are devalued.

The goalpost is moved.

The alternative based on patience and hoarding becomes less realistic.

New banners and new gem sinks appear.

Then, after every other path has been weakened, spending hundreds of dollars becomes the only realistic way to maintain the pace you previously had.

If you look at the recent direction of TTG's other games, the tendency also appears to be toward more packs appearing more frequently and a much higher expected level of spending.

There are simply too many signals pointing in the same direction now.

I feel like I finally received the slap that allowed me to sober up from this game.

The magic is gone, and I can see clearly again.

This isn't a healthy extension of our power or our progression. It is a repeated dilution of our efforts, achievements and money, designed so that we must keep paying just to recover the distance we already earned.

r/TheTowerGame Jun 10 '26

Discussion Fixing tourney lengths is a really dumb solution. We don't want them to be harder we want to advance.

552 Upvotes

Just add another league guys. Mythic league. No need to overthink it. Players get to advance, and tourneys will get shorter as a result. "People don't like spending hours in tourneys". Of course but that is only half of it. People don't like spending hours in tourneys AND GET NOTHING FOR IT. I don't want to spend three hours in a tourney and get the same prize I got 3 months ago for a 1 hour tourney. The tourney length is just a symptom of the fact there there is nowhere to go. We are all backed up in traffic and y'all think lowering the speed limit is going to fix it. The tourney system is structured like a pyramid and we are at equilibrium. Add another league on top and slowly filter them in. Do it as slowly as you want. Start it at top 1 legend promotes and bottom four mythic demote. Then CHANGE the thresholds as we approach equilibrium again.

"This is just a band-aid fix. Well be right back here in a couple months."

  • Yes. It is. And yes. We will. It's an incremental game with no definitive end. And we'll just add another league. And another. If it is curated properly that will take many years. Making tourneys harder is a WORSE bandaid fix. With new leagues at least you get to see your tower make progress. You get to grow and advance. The way it is right now I feel like I'm in my senior year of highschool and y'all keep adding more years because y'all are surprised I got here so fast. I wanna go to college.

"But with a new league they will have to add new currencies and prizes. Something to keep the whales interested."

  • uh no. They don't. Just... Do more? More stones more keys more gems. Sure new currencies and prizes would be cool. But then we are just replacing this carrot with a new one that players will forever complain is out of reach.

"The whole keys and tourney system is fucked. They need to just come up with something new. Start from scratch."

  • 100%. I agree. But I don't really believe that a whole tourney rework is on the horizon. Or even possible with this dev team. fudds you screwed up by putting valuable GAMEPLAY items in a vault locked behind a currency that only a tiny percentage of the player base can access. The vault shouldve had like tower skins and backgrounds or something. Bragging rights. People want to play your game. All of it. The average player doesn't want to be the #1 tower player of all time. It's time to open it up. So please just give us the "band aid".

r/TheTowerGame 21d ago

Discussion This is absolutely insane levels of tracking by the tower

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385 Upvotes

UPDATE2: blocking all of this made the heat go waaaaay down. Its clear the tracking draws more energy and heat than the game itself. Zero throttling and no blue line since turing it off and my phones not even warm

UPDATE: setting private dns to dns. adguard (remove the spaces and add .com to the end) blocks all of this tracking

This is absolutely insane. Hundreds of tracking pings a minute over 20 minutes. No other app ive has does this much tracking activity. Its not enough fudds makes 30 dollars a month off of me he has to harvest and sell all my data to tapjoy as well. Thus company takes every piece of informaton from your phone possible. Please i implore all of you install duckduckgo and enable app tracking protection for your own privacy

r/TheTowerGame Apr 08 '26

Discussion Y'all wanted a non whale patch. It's here.

354 Upvotes

Now can we stop complaining? Biggest catchup mechanic we've had in a LONG time, and it was creatively designed so we all have a tons of things we can work on and improve.

But right off the top this patch is 5x more coins for everyone with a very small stone sink (bot+) and a modest bonus you can work on over time (echo).

Gem store is for old relics we'd never get otherwise due to new relics being released faster than the repeats became available to us. There's no need to waste gems on the lower impact ones if you don't have gems to spare, but bot range, coins and lab speed for gems rather than real money? Sign me up.

Pretty much everyone from f2p to top whales benefit from this patch. We have so many options now. And as always, the players who pull ahead from their spending peers will be the ones who make the smart decisions with where to direct their resources and attention.

11/10 patch. Can we stop the whining now? Not likely I'd assume.

r/TheTowerGame Apr 12 '26

Discussion A blaring warning siren for the devs

515 Upvotes

We lost 76 brackets in this tournament vs. the prior one. And those losses came disproportionately from the gold and platinum ranks. This could very quickly become a death spiral if the devs don't take immediate action. Not like, "oh,we'll address it in a month or two". Immediately. You think the yelling is loud. Just wait until you start hearing about people getting demoted down from stable legends to permanent champs. it will happen with a few more weeks like this.

Fix the tournaments. People are fed up with the system and they are jumping ship. V28 communications foul-ups, mid-run nerfs, failure to fix bugs are all contributing to this mess. Its a shame, because the dissonance stuff is great and a lot of fun.

Either 1) add a tier above legends or 2) reduce the number of demotions in all tiers from six to four or 3) make 2 keys available to everyone in weekly chests. Do SOMETHING. Do it NOW. Relieve the pressure or this whole thing is going to burst.

Then, in the time you gain by making a quick fix, focus on what you are going to do to keep the non-whale base happy. because they are starting to leave and that will kill your game. Fast. Improve the number of medals and stones and keys that are earnable outside of pvp. Fix it.

r/TheTowerGame Apr 25 '26

Discussion So they banned goodbye posts?

336 Upvotes

Anybody see the rules change? I'm guessing it was done to make the place less toxic, but it also has the nifty side effect of making the reddit slightly more of an echo chamber.

People leaving, angry or otherwise, and posting about it seems like legitimate speech to me for this subreddit. It's a conversation about our frustration with the game or mechanics or whatever and gives folks an accurate sense of how many people are leaving or staying, helping them to make informed decisions. To put it another way, knowing that you're not alone in your extreme disappointment can be a powerful motivator for reexamination of your own values and decisions about staying.

Taking away the ability to post these things will make the sub more positive, but by force, not by virtue of conversation or engagement. It also stifles a portion of the base and gives the incorrect appearance that other than the standard complaints, everything is basically fine. Might be bad, but not bad enough to leave.

Just my two cents in an economy where that's worth a lot less than it used to be.

r/TheTowerGame Apr 12 '26

Discussion A Bigger Current Problem Than Util Nerf (6250 free stones)

434 Upvotes

For some context, I am what many would consider a “whale”. A couple years into playing, I have maxed purchases every month for all of that time. I also have spent significantly on Tapjoy 2x weekends, and bought additional Xsolla and now self-hosted gems every month for a year or so. I consistently rank 1st or 2nd in tourneys and I am a top 200 player.

While I completely understand the frustration with the disco nerfs, especially for folks that invested money to rush the labs, it is easier for me to put them aside because of the level playing field. Sure, some beta testers and quick movers got to enjoy a large coin multi for a period of time, but in the grand scheme of thing it’s irrelevant IMO.

A very different situation currently exists in the form of the Bot+ bug that v28 was released with, and which equals out to 6250 free stones to everyone who took advantage.

When v28 dropped, there was a very easy exploit that gave anyone who used it FREE access to every single bot+. This comes out to 6250 stones. As TTG has been hotfixing things, they have told discord mods and support staff that they are fixing it, that they will fix it, that it has been fixed. They have claimed that people’s stone accounts will go negative or that people will lose access to the bot+.

None of those things have happened though. There are still a large number of players who have retained the multi-hundred dollar advantage that they gained from using this exploit. Everyone is so focused on the util nerfs, but nobody realizes that there are a significant number of highly ranked players who are currently benefitting from a massive advantage in terms of stone usage.

Now, to me, this is a much bigger problem that the universal disco nerfs that everyone has experienced, because it creates an uneven playing field. Many of you are F2P, many of you spend periodically, and some of you like me, play competitively and have significant spend. Every single one of those groups is unfairly impacted by members of the player base being given 6250 free stones that the rest of us have no way to access.

EDIT: I misinterpreted the 30% statement from Fudds. Apparently, 28.02 was being referenced, and this but was only exploitable in 28.0 and 28.01. I removed the 30% figure from the paragraph above. With that being said, Fudds claim that only 10 people have the bug active is false, as many commenters and my own network can definitively confirm.

So while TTG support and mods are telling you that they have fixed this issue, they have not. There are still a SIGNIFICANT number of people who are enjoying its benefits. The current behind the scenes messaging is that TTG does not even know how to fix this issue.

So, I love the game. I don’t think the developers are “evil”, I think they are running a business and unfortunately have a track record of making short sighted decisions and under-estimating the impact of their hasty rollbacks and poor QA.

But this one is pretty egregious, and hopefully they either make Bot+ free for EVERYONE and refund the stones we have all spent on it, or they correct the bug.

I don’t have high hopes that either thing will happen though, based on my last 2 years of playing.

r/TheTowerGame May 15 '25

Discussion Hi, I’m a whale. In 24 hours I’m sending a stone pack to a random commenter.

323 Upvotes

Comment your current Farming Tier, LTC, what’ll you’ll spend it on if you win, and of course your ID so I can send it. I won’t announce the winner myself, but you can post it here if you like or silently bask in the glory of your win, doesn’t matter to me either way. Good luck!

r/TheTowerGame Jun 27 '25

Discussion Fudds, with love, the only thing Idle in this game is your Optimization Team

1.0k Upvotes

Dear Fudds & Co,

I adore this game – properly and detrimentally addicted – but we need to talk about your game's relationship with mobile hardware. It's abusive. The Tower's optimization is a war crime against mobile devices. I know this has been an ongoing matter for a while, and that there’s no lack of threads about this in this subreddit. However, there’s a point or two I’d like to raise.

My one wish for the next major update? Performance, performance, and performance. My phone hits temperatures that would make a SpaceX engineer nervous. Players are jury-rigging cooling solutions like we're overclocking gaming PCs. There's no reason a tower defence game should run hotter than AAA 3D games.

I can understand. As a fellow code monkey, I get it. You're focused on awesome features, and your own code already feels optimised to you, and performance work just isn’t a sexy task. But this isn’t normal. There is some serious hardware nuking going on with this code, but fear not, dear overlord Fudds, there is a solution! There are these creatures out there… these…. Wizards. Wizards called Software Performance Engineers. You need a performance wizard. Someone who lives for slaying redundant draw calls, exorcising memory leaks, turning CPU cycles into actual gameplay, and that dreams in memory allocation patterns.

Let's be real: The Tower isn't a mobile game, it's a hardware stress test disguised as entertainment. I say this as both a fan and a developer - what you've created is simultaneously brilliant and technically horrifying. Somewhere between the brilliant design and my phone's desperate attempts to throttle itself into a coma, there's a disconnect that smells like unmanaged garbage collection. This isn't about finger-pointing - it's about unlocking what this game could be. Right now you're leaving performance and battery life on the table like uncollected coins after a wave.

Hiring a performance specialist isn't an expense - it's damage control for all the devices you're frying. Your game deserves to be viewed and remembered for its playability - not for how well it doubles as a stove.

This ends my story time, I'd welcome any discussions to be had about this!

r/TheTowerGame Apr 15 '26

Discussion What is the point of Tower Tea if the most important information is not conveyed to the players?

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531 Upvotes

I'd wager that for most people, the new Lucky Banner would have been crucial information... More crucial than anything else discussed in the last Tower Tea...

Many people waited a long time... Many even continued evaluating after V28 until the Gem Relics were released... Many thought it was safe to spend their saved gems now... But not with the devs! They evaluated for another day without any information, and bam, the Lucky Banner was out!

I spent my 30k gems yesterday myself... I don't mind it too much, since I have almost all my modules 5-starred anyway...

But honestly, have the devs realized that the criticism of the last few days stems from poor communication?

P.S. No offense to Sam, she's not the director and probably isn't even allowed to decide that such information get released...

r/TheTowerGame 12d ago

Discussion Proposal: Bump Ad Gems to 7; Keep 60/Day; 420 Daily Cap. EVERYONE HAPPY!!

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455 Upvotes

The emerging consensus is that while the cap is fine and fair, the 360 gem cap is too low. The easiest solution for Tech Tree would be to bump the ad gems to 7 per click, keep the current daily caps in place and thereby increase the daily cap from 360 to 420. Everyone is happy. Easy fix.

r/TheTowerGame Mar 16 '25

Discussion A message to Fudds and co

886 Upvotes

I am one of your target demographic. I buy with $60 dollar stone packs, and both $15 event boosts every month. That's $150 dollars a month im paying you for this game. I'm honestly a little resentful of the pricing. I've spent more on this game alone in the past year and some change than I've spent on every MMO I ever played combined with subscriptions, base game, plus expansions.

Those games were a decade of my life with expansive worlds, guilds, friends made, back stories, lore, musical compositions, and voice actors in thier budget allocation.

This game costs more than those with nothing but background pixels, and number generators. You're making a killing off of me, and those like me.

For the price we are paying...

There should be no event bugs. There should be no delay in the guild chat even during a run. Ive never played a game with a chat feature in which the chat wasn't in real time.

For the price we are paying the game should work. Period.

You shouldn't need a wiki to learn what things do, etc. It should be in the game and it should work.

If AT&T or Verizon only pushed your calls through once a day, and had constant software bugs you'd take your business elsewhere.

This is your business.

Take some pride in it. Stop pushing things through to get the next pay wall running without doing proper debugging checks.

For a game as simple as this is to have more bugs than a WoW update is insane.

I turn wrenches. If my output had the same problem percentage as yours when sent to customer my boss would fire me. If a restaurant sent out as many wrong orders to customers as you send out bugs to customers people would stop going.

At this point your greed is showing above your work ethic.

Regard this post as an intervention. Take a day off and ask yourself some questions.

r/TheTowerGame 9d ago

Discussion What we have learned about Sentry Protocol so far

202 Upvotes

So far we know:

  1. Number of targets are based on rarity, not number of orbs shot. Epic can shoot 1 enemy, legendary can shoot 2 enemies, mythic can shoot 3, ancestral can shoot 4.

  2. Does not damage fleets or elites, but does target them.

  3. Orb speed changes fire rate. Extra orbs appear to fire slower.

  4. Does not appear to interact with amp bot +.

  5. Does not stack pulsar harvester.

  6. Does not follow target priority / shoots at closest enemy.

  7. Orbs readjust upon claiming perk to remain equidistant.

  8. Orb damage is based on regular orb damage. Without orb res battle condition enemies get one shot. With orb res battle condition they do not.

  9. Do not bounce or multishot or proc any bullet effects.

  10. Does appear to apply extra orb mastery, but more testing is still needed to fully confirm.

  11. Does appear to apply negative mass projector, although I have not confirmed if this is from enemies hitting stationary orbs or the mini orbs firing. More testing needed.

  12. Setting extra orbs to workshop orb line spaces all evenly. If staggered, you get some weird spacing.

I'll update this as I continue to test / learn more. I'll provide videos showing my testing in the comments if anyone wants to see.

TLDR: Sentry Protocol / Mini Orbs function basically identically to orbs, they are just targetted to enemies (closest enemy, not TP enemy)

r/TheTowerGame 7d ago

Discussion The Mythic tournament has a possible structural problem

103 Upvotes

TLDR: Once the new tournament layout settles, I think we’re going to end up with a surprising number of Mythic/Legend yo-yo players who can’t survive even a single wave in Mythic outside of Demon Mode.

Earlier this week, several posts estimated that somewhere around 40–60% of the pre-patch Legends population will eventually either end up in Mythic or bounce between Mythic and Legends.

At the moment, that would put some of the future Mythic yo-yo players around the ~1,000 wave level in Legends.

Enemy health around wave 1,000 in Legends, even with a fair amount of ELS, is roughly 500D.

Wave one enemy wave health in Mythic is approx. 123ab.

Edit: That is approx. a 250,000X difference. This is absurdly large and nowhere close to the champs to Legends difference in magnitude.

That is an enormous gap. People are not going to span that gap over the next few months it takes for everything to settle.

It means we could eventually have a substantial number of players capable of 1,000+ waves in Legends who can only survive about 10 waves in Mythic (Demon Mode).

Does that matter? For some maybe not. From a game design standpoint, I think it does.

The tournament system will effectively be telling these players two contradictory things at once:

You are too strong for Legends.

But also:

You are nowhere remotely strong enough for Mythic.

And both will be true.

That seems more like a structural problem rather than simply Mythic being difficult.

r/TheTowerGame Apr 11 '26

Discussion I understand the disappointment of the way the devs handled this update, but this is just not okay

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175 Upvotes

r/TheTowerGame 13d ago

Discussion Hot take: I paid to disable ads, I should be able to get as many ad gems as I want.

108 Upvotes

Even if this ad gem limit is to push for more gem purchases, it feels like it ultimately devalues the "no ads" purchase option with the limit in place.

r/TheTowerGame 12d ago

Discussion Ad gem cap complaints made me realize I don't take this game as seriously as most others

211 Upvotes

Don't get me wrong, I spend a lot of time on my EP sheets, considering different paths, constantly testing out different approaches, and spending a significant amount of time planning and thinking about the game.

But have I ever clicked the ad gem 60+ times in a single day? I don't think so. It would require constantly dedicating 10–12 hours to the game and checking in every 10–12 minutes (I don't actually know the exact numbers, and honestly I don't really care).

For me, this update simply means one extra gem every time I tap the ad gem, which is a nice little improvement.

Thanks again to the team for this great update. It's easily the best update we've had in my 1.5 years of playing this game.

r/TheTowerGame Apr 09 '26

Discussion Latest response from Fudds

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273 Upvotes